【Android 2d游戏开发(1)】——五子棋

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功能:

双人对战五子棋

效果:

开始界面


游戏界面


结束界面


基础知识:

  1. View组件自带绘图方法onDraw(Canvas canvas),利用invalidate()方法可以刷新onDraw(Canvas canvas)方法
  2. View组件自带响应事件方法onTouchEvent(MotionEvent event),在里面可以直接写事件逻辑
  3. 游戏相当于一帧一帧的动画拼合在一起,每一个画面显示什么由你决定,大多数游戏都遵循这样的流程:逻辑——绘图——逻辑——绘图。。。,不停的循环就可以展现一个完整的游戏

思路:

  1. 游戏内容简单,利用View视图框架
  2. 利用点击事件触发绘图逻辑
  3. 抽象出一个Chess类,Chess包括3种状态:黑,白,无,棋盘有多少个坐标点就实例化多少个Chess,一开始Chess集合的状态都为无,当点击某一个Chess是就改变它的状态为黑或白,这样就可以逻辑和绘图分离开来,在绘图方法中只需要根据Chess的状态画相应的棋子,而逻辑方法中只需要改变Chess的状态即可
  4. 划分游戏状态,根据不同的游戏状态,执行不同的逻辑和绘图方法

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代码结构:

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这里写图片描述

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完整代码:

MainActivity:

package com.next.gobang;import android.os.Bundle;import android.support.v7.app.AppCompatActivity;import android.view.Window;import android.view.WindowManager;public class MainActivity extends AppCompatActivity {    @Override    protected void onCreate(Bundle savedInstanceState) {        super.onCreate(savedInstanceState);        //无标题        requestWindowFeature(Window.FEATURE_NO_TITLE);        //全屏    getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);        setContentView(new GameView(this));    }}

Chess:

package com.next.gobang;/** * Created by Administrator on 2016/3/12 0012. */public class Chess {    public static final int STATUS_NULL = 0;    public static final int STATUS_BLACK = 1;    public static final int STATUS_WHITE = -1;    //棋子的相对坐标和状态    private int x, y, status;    public Chess(int x, int y) {        this.x = x;        this.y = y;        this.status = this.STATUS_NULL;    }    public Chess(int x, int y, int status) {        this.x = x;        this.y = y;        this.status = status;    }    public int getX() {        return x;    }    public void setX(int x) {        this.x = x;    }    public int getY() {        return y;    }    public void setY(int y) {        this.y = y;    }    public int getStatus() {        return status;    }    public void setStatus(int status) {        this.status = status;    }}

GameView:

package com.next.gobang;import android.content.Context;import android.graphics.Canvas;import android.graphics.Color;import android.graphics.Paint;import android.view.MotionEvent;import android.view.View;/** * Created by Next on 2016/3/12 0012. * weixin:xinshouit */public class GameView extends View {    //划分游戏状态    enum GameState{        Menu,        Playing,        Over    }    GameState gameState = GameState.Menu;    static final int MAX_X = 15;//棋盘列数    static final int MAX_Y = 15;//棋盘行数    int cWidth;//棋子宽度    int scrW;//屏幕宽    int scrH;//屏幕高    int offsetX;//偏移x    int offsetY;//偏移y,用于调整棋盘在屏幕中的位置    Paint paint;    Chess[][] chesses;//棋盘上所有棋子的矩阵    Chess touchChess;//点击的棋子    int turn;    public GameView(Context context) {        super(context);        scrW = ((MainActivity)context).getWindowManager().getDefaultDisplay().getWidth();        scrH = ((MainActivity) context).getWindowManager().getDefaultDisplay().getHeight();        cWidth = scrW / MAX_X;        offsetX = 0;        offsetY = (scrH - scrW)/2;//使棋盘位于屏幕中央        paint = new Paint();        chesses = new Chess[MAX_X][MAX_Y];        setKeepScreenOn(true);//保持屏幕常亮    }    //初始化游戏    private void newGame() {        for (int x = 0; x < MAX_X; x++) {            for (int y = 0; y < MAX_Y; y++) {                chesses[x][y] = new Chess(x, y, Chess.STATUS_NULL);            }        }        turn = Chess.STATUS_WHITE;//白先黑后你懂的    }    @Override    protected void onDraw(Canvas canvas) {        switch (gameState) {            case Menu:                menuDraw(canvas);                break;            case Playing:                playingDraw(canvas);                break;            case Over:                overDraw(canvas);                break;            default:                break;        }    }    private void menuDraw(Canvas canvas) {        canvas.drawColor(Color.GRAY);        paint.setColor(Color.BLACK);        paint.setTextSize(200);        paint.setTextAlign(Paint.Align.CENTER);        canvas.drawText("五子棋", scrW/2, scrH/4, paint);        canvas.drawText("点击开始", scrW / 2, scrH / 2, paint);    }    private void playingDraw(Canvas canvas) {        canvas.drawColor(Color.GRAY);        //画棋盘        paint.setColor(Color.BLACK);        paint.setStrokeWidth(10);        for (int x = 0; x < MAX_X; x++) {            canvas.drawLine(offsetX+x*cWidth+cWidth/2, offsetY+cWidth/2, offsetX+x*cWidth+cWidth/2, offsetY+cWidth*MAX_Y-cWidth/2, paint);        }        for (int y = 0; y < MAX_Y; y++) {            canvas.drawLine(offsetX+cWidth/2, offsetY+y*cWidth+cWidth/2, offsetX+MAX_X*cWidth-cWidth/2, offsetY+y*cWidth+cWidth/2, paint);        }        //画棋子        for (int x = 0; x < MAX_X; x++) {            for (int y = 0; y < MAX_Y; y++) {                if (chesses[x][y].getStatus() == Chess.STATUS_NULL) {                    continue;                }                if (chesses[x][y].getStatus() == Chess.STATUS_BLACK) {                    paint.setColor(Color.BLACK);                }                if (chesses[x][y].getStatus() == Chess.STATUS_WHITE) {                    paint.setColor(Color.WHITE);                }                canvas.drawCircle(offsetX+x*cWidth+cWidth/2, offsetY+y*cWidth+cWidth/2, cWidth/2, paint);            }        }    }    private void overDraw(Canvas canvas) {        canvas.drawColor(Color.GRAY);        paint.setColor(Color.BLACK);        paint.setTextAlign(Paint.Align.CENTER);        paint.setTextSize(100);        if (touchChess.getStatus() == Chess.STATUS_BLACK){            canvas.drawText("黑棋胜", scrW/2, scrH/4, paint);        }else {            canvas.drawText("白棋胜", scrW/2, scrH/4, paint);        }        canvas.drawText("点击重新开始", scrW/2, scrH/2, paint);    }    @Override    public boolean onTouchEvent(MotionEvent event) {        switch (gameState) {            case Menu:                menuLogic(event);                break;            case Playing:                playLogic(event);                break;            case Over:                overLogic(event);                break;        }        return super.onTouchEvent(event);    }    private void menuLogic(MotionEvent event) {        if (event.getX() > 0) {            gameState = GameState.Playing;            newGame();            invalidate();        }    }    private void playLogic(MotionEvent event) {        int x = (int) event.getX();        int y = (int) event.getY();        if (x > offsetX && x < offsetX+MAX_X*cWidth && y > offsetY && y< offsetY+MAX_Y*cWidth) {            int touchX = (x - offsetX)/cWidth;            int touchY = (y - offsetY)/cWidth;            touchChess = chesses[touchX][touchY];            if (touchChess.getStatus() == Chess.STATUS_NULL) {                if (turn == Chess.STATUS_BLACK) {                    touchChess.setStatus(Chess.STATUS_BLACK);                    turn = Chess.STATUS_WHITE;                }else {                    touchChess.setStatus(Chess.STATUS_WHITE);                    turn = Chess.STATUS_BLACK;                }                invalidate();//刷新界面                judgeOver();//判断输赢            }        }    }    private void overLogic(MotionEvent event) {        if (event.getX() > 0) {            gameState = GameState.Playing;            newGame();            invalidate();        }    }    private void judgeOver() {        //遍历横向是否连成五子        int fiveCount = 0;        for (int x = 0;x < MAX_X;x++){            if (chesses[x][touchChess.getY()].getStatus() == touchChess.getStatus()){                fiveCount++;                if (fiveCount == 5){                    gameState = GameState.Over;                    return;                }            }else {                fiveCount=0;            }        }        //遍历纵向        fiveCount = 0;        for (int y = 0;y < MAX_Y;y++){            if (chesses[touchChess.getX()][y].getStatus() == touchChess.getStatus()){                fiveCount++;                if (fiveCount == 5){                    gameState = GameState.Over;                    return;                }            }else {                fiveCount=0;            }        }        //遍历右下斜向        fiveCount = 0;        int f = touchChess.getY() - touchChess.getX();        for (int x = 0;x < MAX_X;x++){            if (f+x < 0 || f+x > MAX_Y-1){                continue;            }            if (chesses[x][f+x].getStatus() == touchChess.getStatus()){                fiveCount++;                if (fiveCount == 5){                    gameState = GameState.Over;                    return;                }            }            else {                fiveCount = 0;            }        }        //遍历右上斜向        fiveCount = 0;        f = touchChess.getX() + touchChess.getY();        for (int x = 0;x < MAX_X;x++){            if (f-x < 0 || f-x > MAX_Y-1){                continue;            }            if (chesses[x][f-x].getStatus() == touchChess.getStatus()){                fiveCount++;                if (fiveCount == 5){                    gameState = GameState.Over;                    return;                }            }            else {                fiveCount = 0;            }        }    }}

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最后说两句:

由于心情不好,所以界面都是黑白灰。。。
第一个小游戏,尽可能逻辑清晰,但水平有限有些方法可能实现的不够简单,尽力了。。。
游戏的核心还是算法,这里只实现了双人对战的五子棋,本来应该做人机对战的,但,我要去吃饭了。。。
下次可能写2048,更新我会在公众号(xinshouit)通知,大家支持一下
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